I’m tempted to build a real timesaver thanks to this simulator
One suggestion: If you move one direction, say, East, then stop, then realize you didn’t move far enough, then nudge the loco East again to make it couple to a car, it would seem like that should not count as an extra move.
I tested it on a Mac (OSX10.6.8) using WINE, and it worked very nicely.
I just have two comments/observations:
I found with the way the cars “stretched” going through the curved part of the turnouts (as opposed to actually turning with the track…maybe this was only a problem with the way I was running it), it made it difficult to tell whether there was clearance to pass until I got the “Collision!” message. This was mainly a problem on the middle track (immediately below the top track).
The slightly bigger problem: If I clicked to change direction after hitting stop but before the locomotive had come to a complete stop, it stopped and counted it as a move, but did not go anywhere. I then had to click “stop” again, and the next time I hit the direction buttons it did not move, but counted it as a move. I then clicked “stop” again, and this time was able to move afterwards. As a result, I ended up with a move count that was quite a bit higher than what I was actually able to move.
The only other comment is that the momentum of the locomotive was a little tricky to get a handle on, as it often meant stopping short of switches or derailing cars. But perhaps that was meant to be part of the challenge!
Perhaps - but than how much is a nudge - just a couple of inches or even half a car length ? I’m sure with a little practice you can stop the locomotive exactly where you want it stop… [:D]
Max, that’s a great program, but I’m curious: Were you aware that the original Timesaver had a turnout just West of #4 with another siding angling back East? (At least I thought it did - I’ve seen a couple of others that had it… Not that I’m complaining, mind you - this version can make you crazy enough without the extra siding to make it crazier…[:)]